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twistking

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Everything posted by twistking

  1. thanks for the reply. that sounds really cool!
  2. I'm following the development closely, but do not understand what level of fidelity you're aiming for with the radar simulation. Does "dynamic noise" mean that noise will be the result of a simulation that takes into effect atmospheric conditions, ground returns etc.? Would be cool if you could maybe go into more detail in one of your next update videos/posts. The currently somewhat simplistic radar sim is why i still haven't bought the module and having a better idea of what to expect in the future might sway me to giving the module a chance despite it being EA/WIP...
  3. i believe the FARP is a legacy model, only in the game for compatibility with older missions. to create good looking FARPs, built them from individual assets and use FOB functionality that was added a few years ago.
  4. on the client, i assume. the server doesn't care which aircraft you own.
  5. It did not age well though. Newest reporting has 15th gen at roughly same performance levels as 14th gen, albeit with much lower TDP.
  6. the mission editor needs a kneeboard widget UI to manage custom kneeboards per flight including the possibility to auto-populate a mission specific page with all relevant info (frequencies, etc.).
  7. Hallelujah
  8. related to this: option to either stop the theme music before it loops, or switch to another music. i think the music is quite nice and atmospheric, but it will eventually get on your nerves if you're in the editor f.e. and it constantly repeats...
  9. i understand. ok... will do that then this seems to be a big issue with DCS however, no? shouldn't there be a dev lua console that let's you run lua code in realtime, change variables etc.? ... similar to what that bohemian milsim sandbox game does? it's very important feature for beginners and experts alike... also super helpful for server admins to troubleshoot or modify things during the mission...
  10. I would really like to understand the basics first. I often have some small things in my missions that are either too tedious to do with the trigger system or simply not possible. For example as my first tiny "project" i tried to write a script that checks the position of a specified redfor group's leader against the position of multiple specified (blue) aircraft's position. If the distance between the redfor group leader and one of the blufor pilots is below a certain distance, the redfor group gets switched to ROE "open fire, tasked only", when the distance is above that distance again it gets switched back to ROE "return fire". So basically a little script that would go together with a CAP area task and would prevent the red CAP flight from engaging enemies that are too far away. Regarding the lua scripting that's quite simple, but i struggle with the DCS specific commands. For example i don't udnerstand how to correctly use that ai controller thing to toggle ROE (the wiki has no code examples) and i'm not sure what's the correct syntax to get the leader from the specified redfor group, or if it even makes sense to get the leader (what happens when leader RTBs. is he still the leader? should i check the distance against all group members just to be sure?) I think it would already help to see some comparable simple functions to get an understanding of how the dcs specific commands work in practice and what's general good practice in regards to those commands (for example the leader? does it even make sense to check against the leader or should i check against every member to make the script more robust?)...
  11. NOOOOOOOO! sorry, but this is the wrong solution to a real problem. textures are not properly mastered in DCS. this is true for max setting, but even more so for the reduced texture seizes. the correct solution would be that all texture sizes would be manually revised and remastered to get a coherent look on all settings. everybody wants their cockpit to look decent and the instruments to be legible. medium and even low settings should very well be able to provide that. i would go so far as to say that everything but the highest texture settings are unusable in DCS. some cockpits look like a joke on medium settings with texture quality all over the place. this needs attention! the high texture settings also need to be revised, but it seems that ED has at least acknowledged that by now...
  12. i think you mean Arttu's Light Fix, yes? will try it out. thanks for the heads-up! i must stress though, that such a important feature should be in by default. current visibility of external lights is a bit of a joke honestly.
  13. good to hear that! please also have a look at aircraft lighting distance for all modules. if 50km is technically problematic, something like 25km visibility would already do a ton for gameplay. night-time environmental lighting has really improved in the last years, but the most important part of the flight experience - the aircrafts - were left in stagnation...
  14. I mean it's great that he does it. I guess it's a fantastic database to look things up, but it's not of great help for people just starting out. I'm currently only starting with very simple functions. I haven't found good tutorials that help with that. Often tutorials want beginners to start with some scripting framework, which i think is a bad idea. I want to get the basics first... so i think your video is already too advanced for me unfortunately
  15. i know about the hoggitwiki, but i also find it a bit bare-bones to be honest. maybe i'm spoiled from that other game's wiki i mentioned in the original post. i mostly miss example code and better explanation of the more esoteric concepts... from all the games i learned to script for, DCS is the most difficult to get into. related to this, DCS also seems to lack a good way (like a script console) to test lua code in engine and during runtime: i'm currently doing my first little functions and testing them seems very archaic.
  16. I'm currently trying to get into lua scripting for DCS, but i find the documentation mediocre at best. Perhaps ED could create an open, community driven wiki similar to Bohemia Interactive's community wiki, where every concept and command is not only listed and explained but where user's can add example code or discuss good practices regarding the topic at hand. A good wiki might also help future chatbot AIs to help users with DCS scripts. Currently chatGPT seems very limited in regards to DCS specific classes/commands, whereas it's surprisingly good with basic lua...
  17. The Hornet's lights are still "bugged" in the sense that they look different compared to other modules. They appear brighter, which is generally good, but something also looks a bit off (sprite scaling seems wrong and sprite opacity is "weird" for a lack of a better word). In any way, lights should be rendered the same way between all modules. And no... we don't need raytracing or other shadow-casting real-time lights: Sprites are perfectly fine for everything that's more than a few hundreds feet away... Then there's also the problem that lights vanish after only a kilometers or so. This issue is shared between all modules though. That other combat sim now supports aircraft external light visibility up to about 50km. That's the way!
  18. ED, JUST DO IT! It's not much work really.
  19. Not a manpad, but an early version of the SA-9 (with the old missile variant) would be very welcome also.
  20. we're also still waiting for the P-14. the SA-5/S-200 is somewhat useless without it.
  21. aircraft external lights are broken since i started playing DCS at version 1.3 or something. it's a shame. external aircraft lights should be visible for 25-50km and AI aircraft should have logic (and ME/script settings) to control light use. same for the other assets mentioned in the OP.
  22. *bump* One really big issue with AI seeing through clouds is that IR-SAMs are "broken" whenever there's rainy weather or low cloud ceiling. With "broken" i mean that they're over performing to a degree that absolutely breaks the game. The only solution is to remove IR-SAMs from all missions that have visually "interesting" weather. Otherwise attack aircraft will just be deleted through clouds without warning and any change to evade. It's a shame really. All my AG missions have radar SAMs now, which is much less fun... dogfighting is another major issue obviously, but at least you can sometimes at least make an effort to fight AI outside of the clouds...
  23. *bump* if dynamic weather is not coming anytime soon, please at least consider this request. either add even more presets or allow custom compound presets made from two or more predefined presets. the result should be a very simple abstraction of a "weather system" where there could be different weather on different parts of the map. that could surely be achieved without a "dynamic" weather simulation... just have multiple areas with different presets that move around following the wind... or similar... again... dynamic weather is the gold standard, but i think an extremely simplified model could be "good enough" already. the different "systems" don't necessarily need to interact with each other. just let us have different (moving) weather systems (presets) in different areas of the map.
  24. you should have it ON unless you get worse performance with it. if you're unsure, leave it ON. it will generally improve your pc performance significantly and therefore should only be deactivated if you encounter persistent issues with programs you regularly use.
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